Extensive work done on basically everything. Attacks prototyped, animations prototyped, pawnbody split out, all traps but pitfall implemented, UI hooked up more.
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@@ -65,7 +65,7 @@ func start_disarming() -> void:
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disarm_button_container.add_child(icon)
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confirmation_dialog.visible = false
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disarm_window.visible = true
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timer.start(3 + (2 * len(disarm_buttons) * randf_range(.75, 1.25) ))
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timer.start(2 + (len(disarm_buttons) * randf_range(.75, 1.25) ))
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func try_advance(btn : int) -> void:
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@@ -91,7 +91,9 @@ func button_pressed(event : InputEventAction) -> void:
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match(event.action):
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"detonate":
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start_disarming()
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"attack":
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"attack":
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var trap = Game.level.get_square_trap(square)
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trap.disarming = false
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Game.player.close_modal()
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_: return
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